No, of course not, I would figure if it was about scripts. I kept the save and will investigate more, will give more creatures via cheat and do again battle in quick to see.
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I dont know about your tactic skill,but I remember that you cant just waterwalk to Tyris and engage her in combat.
I think it was about first battle with Caterine and after that Tyris with combat you.
You defeated Roland?
Have you visited all wisdom huts?

Quote:I dont know about your tactic skill,but I remember that you cant just waterwalk to Tyris and engage her in combat.
I think it was about first battle with Caterine and after that Tyris with combat you.

Thank you for your suggestion.
I will try for sure.

Quote:You defeated Roland?
Have you visited all wisdom huts?

I have not done those things yet.

For the battle with Ronald.
Let's see

My Dread Knights does not do much more damages as usual.
This is due to the fact, as I already mentioned, the armor specialist is outstading. What's more, in the battle, Ronald's the Lords of Thunder does instant death to Dread Knights' one-slot, no matter how numerous they are, with only one hit.
I probably need much more times to upgrade my Dread knights better, I suppose.

Quote:does the first slot death blow means the dread knights do in 100% of the cases death blow attack?

Not really, I guess.
As far as I know, when Death Blow is performed, damage is basically double. Dread Knight is the only creature who has the highest rate of doing double damage(=100, as you can see the picture above).
Normally, Death Blow(=50) is for the other creatures in heroes, I think.
However, the question I do not know is that: "Death Blow =100" means how much percentage does this skill bring creatures to do double damage?
There would be someone else specialized in heroes answering the question.

Quote:I dont see in your second henchman or in the 8 slots of your troops the fear ability!Why undead have fearless ability?

Actually, he does have the fear ability.
It's always a good idea to have fearless ability for creatures in order to make sure that they will not lose their turn in battles, no matter what they are, even undead.

Those are interesting questions, which I don't know the answers to. There are many people who comment at this site who are more wise in the ways of Heroes strategy and algorithms than I. Maybe some of them will respond. For the fun of making guesses, I will offer some of mine.

I have defeated Adrienne in the Town behind the Blue Barrier in both of the games I won (once as Orrin, and once recently as the Super Doctor), and did not lose my Tactics Skill in either case. Of course, if both Heroes in a combat have the same Tactics ability level, there is no Tactics round. Also, there are some battles in which Tactics is disabled (temporarily, with ERM commands).

I did not get all of the Suit of the Celestial Warrior in either of my wins, as I do not enjoy quests in which one has to go to A, then to B, then to C, then back to A again, and so on. I suppose many people must enjoy this sort of puzzle, since it is often used, but I do not. All I can say about Tyris is that it is possible, and Master-Learn offers good advice about visiting both Wisdom Huts.

My guess is that the more opposing creatures which have the Fear ability, the greater the chances of (non-Fearless) creatures to be affected by it, but I have not tested this. I would also guess though that creatures which are immune to mind spells would be immune to Fear, but again, I haven't tested this. (If so, the Badge of Courage would prevent Fear.)

One thing I have tested, for another project, is the effect of the percent probability setting for Death Blow. In my tests, setting the value to 100% did not produce 100% Death Blows, in fact, the maximum rate of occurrence was more like 50%. I don't think any of the creatures who are programmed to learn Death Blow with experience (Swordsmen, Demons) have programmed values greater than 50%. Woodmelon's scripts apply a 100% value with EA:B, but I don't think it works (it did not for me, in my tests, and I had to use a different ERM method to gain control over the probability). It makes some sense to me that not every strike should be a Death Blow - to do double damage at every strike, why not just double the Damage parameters? A Death Blow should be a random, lucky event, I think.

I am currently testing a "Super Hulk" version, which I will probably add to the 2.07Dr version in a few days. I have learned how the Heroes 3 damage calculation applies the Offense bonus, which is not the way I expected from reading the Heroes manual - so probably my guesses above are also wrong.

Update - the latest "Hulk" versions are at http://www.box.com/shared/bj1eh6b50e in v2.07J and v2.07Dr. The Hulk has his old starting bonus of level-4 Behemoth Second Henchmen instead of the Axe of Ferocity. His ("boosted") Offensive Skill values were labelled 10%/30%/50% in Woodmelon's script, were actually 10%/20%/60%, and have been changed to 20%/40%/60%.

The preview for the upcoming "Avengers" movie has a scene in which the villain says, "We have an army", and Iron Man (another possible Heroes creature - Iron Golem) replies, "We have the Hulk." In version 2.07Dr you will see what he means, because there the Hulk's Offense Specialty gives an increase of Offense skill bonus of 50% per level. I recommend that this version should be played only with Neutral Creature quadrupling.

(More heresy: it might be interesting to play 2.07Dr as a multi-player game, with the Doctor competing with the Hulk.) (The special bonuses are only applied for human players.)

Quote:[/url]
I am not sure if I have upgraded the Dread Knights properly and precisely?

You have sphere of permanence, thus immune to dispel is a wasted slot. if I recall right, fear does not work on undead, and acid breath is better replaced by "reduce defense", because it will work on any creature and has better effect-you need instant kill, not reduce defense slowly for x battle turns, which acid breath does-. From what I recall form early testings, that battle is done by using Commander improved speed to attack first and disable titans, then surround with clones. But this was on original version.

Anyway, when playing Azrael, you don't need optimal upgrade, he simply annihilates everything on the way by only using emerald towers. Maybe an additional option could be added to Palaces of dream, allowing to empty a specified slot for those who need testing various abilities.
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Thanks for the good information, to which I can only add one minor note: the Palace of Dreams asks for a line number (1 to 8, which are actually EA:B lines 6 to 13), and if something is already in that line it will replace it. So you can change options. (I have replaced the default creature options with better ones using this feature.)

I haven't had any luck finding another combat event which resets Primary Skills to 99 in my test map. Maybe I should just search for all comparisons to a value of 99, but as Bersy says, there are a lot of them, so I am hoping all are not necessary. (I don't care as much if it happens to an AI Hero.)

Aha! That is not the latest script or patch list, which is up to 52 patch addresses (you have 32). I posted every time I added some, and most were in response to your inputs, so when I almost asked how many addresses you are using in my last post, I thought, no, that will only insult him. I updated the posted script each time, or tried to, but I will list the latest one again here.

Just now I finished checking every 3C 63 (cmp al,99), BA 63 00 00 00 (mov edx,99), and 80 FA 63 (cmp dl,99) in h3wog.exe executable memory, and verified that none of them (after my patches are applied) involve Primary Skills - those are all the types of computer instructions which I had previously found which were being used to limit Primary Skills to 99. There could be other types of comparisons which I have not yet seen, but I am beginning to feel confident that we truly have patched them all.

Thanks, it works now. I looked back and script was in two posts-first not updated, the second updated-, I took first and I did not see the second, then I downloaded from box.com but was only a txt file.
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Quote:You have sphere of permanence, thus immune to dispel is a wasted slot.

You are right, Salamandre.
I am going to replace this skill with something else, perhaps "reduce defense" I guess.

Quote:if I recall right, fear does not work on undead, and acid breath is better replaced by "reduce defense", because it will work on any creature and has better effect-you need instant kill, not reduce defense slowly for x battle turns, which acid breath does-. From what I recall form early testings, that battle is done by using Commander improved speed to attack first and disable titans, then surround with clones. But this was on original version.

You did something in the same way with mine.
To be frank, I do have intention to do that(using Commander improved speed to attack first and disable titans) but the thing is totally different.
let's take a close look
The Commander died.
In the one hand, Lords of Thunder, in the version, is spell-immune. That is reason why I have to upgrade my Dread knights' speed up to 72, as you can see in the picture above.

Quote:Anyway, when playing Azrael, you don't need optimal upgrade, he simply annihilates everything on the way by only using emerald towers. Maybe an additional option could be added to Palaces of dream, allowing to empty a specified slot for those who need testing various abilities.

It must be a beautiful idea.
That is explanation why I prefer Dread knights rather than Blood Dragons.

Quote: I would also guess though that creatures which are immune to mind spells would be immune to Fear, but again, I haven't tested this. (If so, the Badge of Courage would prevent Fear.)

I have never though of this before. This is absolutely awesome (No need to have Fearless-Ability any more )

Quote:Those are interesting questions, which I don't know the answers to. There are many people who comment at this site who are more wise in the ways of Heroes strategy and algorithms than I. Maybe some of them will respond. For the fun of making guesses, I will offer some of mine.

I have defeated Adrienne in the Town behind the Blue Barrier in both of the games I won (once as Orrin, and once recently as the Super Doctor), and did not lose my Tactics Skill in either case. Of course, if both Heroes in a combat have the same Tactics ability level, there is no Tactics round. Also, there are some battles in which Tactics is disabled (temporarily, with ERM commands).

I did not get all of the Suit of the Celestial Warrior in either of my wins, as I do not enjoy quests in which one has to go to A, then to B, then to C, then back to A again, and so on. I suppose many people must enjoy this sort of puzzle, since it is often used, but I do not. All I can say about Tyris is that it is possible, and Master-Learn offers good advice about visiting both Wisdom Huts.

One thing I have tested, for another project, is the effect of the percent probability setting for Death Blow. In my tests, setting the value to 100% did not produce 100% Death Blows, in fact, the maximum rate of occurrence was more like 50%. I don't think any of the creatures who are programmed to learn Death Blow with experience (Swordsmen, Demons) have programmed values greater than 50%. Woodmelon's scripts apply a 100% value with EA:B, but I don't think it works (it did not for me, in my tests, and I had to use a different ERM method to gain control over the probability). It makes some sense to me that not every strike should be a Death Blow - to do double damage at every strike, why not just double the Damage parameters? A Death Blow should be a random, lucky event, I think.

I am currently testing a "Super Hulk" version, which I will probably add to the 2.07Dr version in a few days. I have learned how the Heroes 3 damage calculation applies the Offense bonus, which is not the way I expected from reading the Heroes manual - so probably my guesses above are also wrong.

Update - the latest "Hulk" versions are at http://www.box.com/shared/bj1eh6b50e in v2.07J and v2.07Dr. The Hulk has his old starting bonus of level-4 Behemoth Second Henchmen instead of the Axe of Ferocity. His ("boosted") Offensive Skill values were labelled 10%/30%/50% in Woodmelon's script, were actually 10%/20%/60%, and have been changed to 20%/40%/60%.

The preview for the upcoming "Avengers" movie has a scene in which the villain says, "We have an army", and Iron Man (another possible Heroes creature - Iron Golem) replies, "We have the Hulk." In version 2.07Dr you will see what he means, because there the Hulk's Offense Specialty gives an increase of Offense skill bonus of 50% per level. I recommend that this version should be played only with Neutral Creature quadrupling.

Thank you for all those things.
I trully appreciate your time and your effort, JimV.

Badge of courage does not prevent fear, I was hoping this when playing early versions, but no, thus fearless was added to Palace. I am not sure how Fear is considered, it is not mind spell but can't work on undead, couldn't find any description of the feature in wog files.
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